Showing posts with label Kingdom Rush. Show all posts
Showing posts with label Kingdom Rush. Show all posts

Saturday, October 13, 2012

Blah-arracks

I mean, Barracks a.k.a. the least effective units in Kingdom Rush.



"I suck!" "No, I suck more, knave!"
I hate to end on a low note, especially after singing the praises of Kingdom Rush, but the Barracks Towers are quite unnecessary in order to succeed in Kingdom Rush, IMO. I never built  them, never felt I needed them, and never understood their utility. They're filler, like rice cakes, or Ryan Seacrest. But here now, for the sake of completion, are the cost stats for the Barracks Tower:

Lvl 1 Lvl 2 Lvl 3 Special Lvl 4 Xtra 1 Xtra 2 Xtra 3 Total Cost
Infantry 70 110 160 Holy Order (Heal) 230 150 150 150 1130
Infantry 70 110 160 Holy Order (Shield) 230 250 --- --- 930
Infantry 70 110 160 Holy Order (Strike) 230 220 150 150 1200
Infantry 70 110 160 Barbarian (+ Axes) 230 300 100 100 1180
Infantry 70 110 160 Barbarian (Attack) 230 150 100 100 1030
Infantry 70 110 160 Barbarian (Throw) 230 200 100 100 1080

So, according to this table, The Barbarian Attack Specials Tower is the most cost efficient. I found it even more cost efficient to just not build them and save myself 1,030 coins.

Wednesday, October 10, 2012

Big Bang Theory

Bombs & Artillery Towers in Kingdom Rush


With special guest star, Nikolai Tesla!


The usefulness and utility of Artillery Towers in Kingdom Rush is a bit like a tortoise and hare race; slow and plodding at the outset, but ultimately a real winner in the end. These towers cause area effect damage, meaning they can do bad things to multiple enemies with a single shot. It might take some time and money, but in the end, you'll end up on the path to victory with them. 

Lvl 1 Lvl 2 Lvl 3 Special Lvl 4 Xtra 1 Xtra 2 Xtra 3 Total Cost
Artillery 125 220 320 Bertha (Dragon) 400 250 100 100 1515
Artillery 125 220 320 Bertha (Cluster) 400 250 150 150 1615
Artillery 125 220 320 Tesla (SCharge) 375 250 250 1540
Artillery 125 220 320 Tesla (OCharge) 375 250 125 150 1565


Yet again, the cheapest upgrade path is probably the best weapon against your foes, at least in my (never wrong) opinion. The Big Bertha Tower with the Dragon's Breath Special variant can hit multiple enemies, both on land and in the air, from vast distances. While I like watching the Medieval steampunk-esque Tesla Towers zapping multiple enemies, they don't seem to have the same effectiveness as the Big Bertha Special. For my coins, Bertha is the girl that can hurl!

Tuesday, October 9, 2012

The Wiz Biz

Mage Towers in Kingdom Rush - you know you wand them!


Review



Apologies for that awful pun - it's early, OK people? Hopefully the following peek under the hood into Mage Towers in Kingdom Rush will make up for that.

The Mage Tower units are the mystical counterpart to the Ranged Towers in KR. However, once upgraded into and above their Special level, they can wield an extremely wide array of destructive spells. Lets take a look into the four types available, and their cost:

Lvl 1 Lvl 2 Lvl 3 Special Lvl 4 Xtra 1 Xtra 2 Xtra 3 Total Cost
Mage 100 160 240 Arcane (Death Ray) 300 350 200 200 1550
Mage 100 160 240 Arcane (Teleport) 300 300 100 100 1300
Mage 100 160 240 Sorc (Polymorph) 300 300 150 150 1400
Mage 100 160 240 Sorc (Elemental) 300 350 150 150 1450

Clearly, Teleport is the cheapest of the four options. But in this case, I think it's a tie between Teleport and Elemental in terms of usefulness in battle, despite Elemental cost being second highest. Teleport will transport your enemies back to an earlier part of the path, which allows your other Towers to have a second shot at damaging them. This is really useful during boss battles. The Elementals just stop the enemy dead in their tracks, can inflict damage, and can be re-positioned. Teleport is more of passive defense. If you have the coins, a double tower team of both types can be beyond lethal.

Mage Towers do have their weaknesses - certain enemies, like Shaman, Giant Spiders, and Worg, all have high resistance to Mage Tower attacks. So placing other Tower types, like Ranged, in the same area as Mage Towers, will keep the enemy from just running through your Mage Towers unscathed.

A point of clarification: A Tower can be upgraded to both type of Specials i.e. an Arcane Tower can have Death Ray AND Teleport powers. But often, it's better to spread your limited coin resources to other Towers, rather than totally pimp out just one Tower.